Ize,
I was working on something like this a while back. See if this helps you (if it makes any sense): https://dl.dropbox.com/u/38038537/examples/TextParsingExample.capx
I updated it for R102, and modified it to better match what you had in your capx.
The solution I used was to create multiple dictionaries, one each for verbs, nouns, prepositions, and language patterns. The parsing engine only checks to make sure the string entered is valid, it does not check for game logic. The parser then passes a valid token string to a global variable, which can be used by the game logic.
Using dictionaries makes it very easy to add verbs and such to the game, and the parser works dynamically to verify the input string, so no changes are required to it when adding words (except for the bugs I probably missed :D).
My example doesn't have much proper game logic, but I think it should show you where I was going with it.
I hope it helps.
Thanks!